dodge stride bug in mesh code

This commit is contained in:
Seth Alves 2015-05-21 14:47:23 -07:00
parent fd19c63449
commit bbb61a77d9

View file

@ -151,14 +151,15 @@ void RenderablePolyVoxEntityItem::render(RenderArgs* args) {
gpu::Batch batch;
// XXX why do I need these?
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
auto mesh = _modelGeometry.getMesh();
batch.setInputFormat(mesh->getVertexFormat());
batch.setIndexBuffer(gpu::UINT32, mesh->getIndexBuffer()._buffer, 0);
batch.setInputStream(0, mesh->makeBufferStream());
batch.setInputBuffer(gpu::Stream::POSITION, mesh->getVertexBuffer());
batch.setInputBuffer(gpu::Stream::NORMAL, mesh->getVertexBuffer()._buffer, sizeof(float) * 3, mesh->getVertexBuffer()._stride);
//batch.setInputStream(0, mesh->makeBufferStream());
batch.setIndexBuffer(gpu::UINT32, mesh->getIndexBuffer()._buffer, 0);
batch.drawIndexed(gpu::TRIANGLES, mesh->getNumIndices(), 0);
gpu::GLBackend::renderBatch(batch);